Nighthulk

Large undead, chaotic evil

Armor Class 13 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 2 (-4) 9 (-1) 6 (-2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common, but can’t speak
Challenge 6 (2,300 XP)

Special Traits

  • Keen Smell. The nighthulk has advantage on Wisdom (Perception) checks that rely on smell.
  • Thrash (1/Turn). The nighthulk gains advantage on a single melee weapon attack roll this turn. If the attack hits, it deals double damage.

Actions

  • Multiattack. The nighthulk makes two attacks: one with its bite, and one with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent ghoul, or ghast, guides their development to aid their own dominance.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.